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Creative Computers CD-ROM, Volume 1 (Legendary Design Technologies, Inc.)(1994).iso
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robouldix
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robouldixdocs
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1994-11-17
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14KB
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351 lines
======================================================================
Welcome to Robouldix!
An
Action puzzle game
Brought to you by
-*- The Terminus Team -*-
======================================================================
DISCLAIMER
This software is provided 'as-is', without warranty of any kind, either
expressed or implied. In no event will we, the Terminus Team, be liable
for direct, indirect, incidental or consequential damages or data loss
resulting from the use or application of this software. The entire risk
as to the results and performance of this software is assumed by you.
===
Introduction
This is the demo version of our payware game, which goes by the name of
Robouldix. If you do like the game and would like the full version,
please refer to the section "How to register."
We have put in a substantial amount of time in creating this game, and
have done our best to make it as good as possible. As far as we know
there is no game based on Boulder Dash that is as advanced as ours.
Some facts about the game:
The game uses 32 colour graphics.
The game senses and adepts to PAL and NTSC.
The screen is updated fifty times per second (or sixty if you are a NTSC
user)
There are over 500 different objects in the game. Where we use the word
"object" to refer to almost anything in the game. That is a monster is
an object, and so is a wall, a diamond, a door, or whatever. A great
many of these object have several animation frames.
The game contains about 150K graphics and about 150K music data.
===
Requirements
This game needs at least one megabyte of memory. Other than that it
should work on all Amiga configurations.
You may start the game from either CLI or Workbench. Or you may just
unpack the archive to an empty, installed disk and boot from it.
If the game does not start up correctly try to free up more memory for
it. Memory can be pretty tight on a bog standard one meg machine. If
nothing else work, put the game on a floppy disk an boot start it, this
should give more than enough memory.
It is possible to install and run the game from your harddisk.
We have tested it on A500, A600, A1000, A2000, A3000 and A4000 without
any problems. The various machines we have tested the game on have had
a wide variety of different add ons. So it ought to work on just about
any Amiga configuration you may have. If it does not work on your Amiga
please refer to the section "How to report a bug."
===
How to play the game.
Most likely you have already tried the game, since few read the manual
first. But here are some explanations of differents things.
First of all lets go over the controls.
The joystick:
Up, down, left and right does what you would expect :-)
The button have a couple of uses:
If you press the button and pull the joystick in a direction one of two
things will happen.
1) If the object you "point" Rob (the main character) at is a solid, non
takeable object, then Rob will try to push the object away from him. If
the object is pushable, and not to heavy it will be moved. This is also
the way you operate certain things, such as switches.
2) If the object is something that Rob may pick up it will disappear.
And if it is not just a valuable it will appear in Robs inventory.
If you hold down the button without pulling in a direction and arrow
will start to flash on the scoreboard. It will move about the three
icons that are located on the left of the scoreboard. If you release
the button while the arrow is over the first icon you will trigger
whatever object you have choosen as the "Fast choice" in the inventory
meny. The same thing happens for the second icon, only that you trigger
the "Second choice" from the inventory. If you release the button over
the "i" icon you will enter the inventory.
The keyboard:
M & S
Displays an option screen for the SFX and music. You may select; "Music
& SFX" if you want both music and soundeffects. And "Music", "SFX" or
"Silcence" if you prefer to hear only one type of sounds, or none at
all.
P
Pauses until you press your joystick button.
Left shift
Brings up the inventory menu.
Left alt
Triggers whatever object you have choosen in the "Fast choice" from the
inventory
Left Amiga
Triggers whatever object you have choosen in the "Second choice" from
the inventory
Esc.
Brings up an option menu, where you may; "Restart level" which lets you
start over a level if you are having difficulties. "Visit DOS" which
pauses the game and returns you to the workbench screen where you may go
about your business as usual, and once you want to return to the game
you just click on the close gadget of the window that says "Close to
play Robouldix." Or you may choose "Exit to intro" which brings you back
to the intro screen, where you may select another level to play. And
last but not least, you may choose "Change Level" which enables you to
skip to any of the six levels that are included in the demo version.
The main object of the game is to collect enough valuables to open the
exit so that you may proceed to the next level. Only certain valuables
counts towards the opening of the exit, and certain of these are worth
more or less exitpoints. The number of exitspoints that you need to
collect before finish the current level is displayed in the counter left
of the ":D" on the scoreboard. Certain exits may open or close on other
occations. And there exists hidden exits which leads to bonus levels.
For each level you have a certain amount of time to collect the
valuables and get to the exit. The time is displayed to the right of
the "T:" on the scoreboard. Note that the timer counts at different
speeds on different levels.
===
Hints and descriptions about some of the things you will encounter
Since this is in many ways a game of exploration we will not reveal the
purpose of every object you may encounter. But we will tell you a
little bit about a few of them...
The different diamonds you find will give different scores and
exitpoints. The basic blue diamond give five points towards your score
and decreses the exitpoint counter with one. Diamonds of other colors
give more or less points.
The switch on level one manipulates the direction of the yellow arrow in
the wall below the skulls. The arrow in itself is a directional
doorway.
On level one the exit is obstructed by a box with green bars in it. To
remove this you need to lure monsters into it. Once two monsters have
entered the box it will explode.
There are two hidden blue diamonds on the first level. There may be
more on other levels...
Pushing the right object on level three will give you a shower of
diamonds.
There is a exit to a secret level on level three. There is another on
level four.
===
What is missing in this demo version?
Several features are deliberatly removed from the demo version to
encourage you to register, and recived the real version. The following
is a list over extras that may be found in the real version (some
features might not make it in to the final version.)
The two player option is removed.
You will get save:able highscore. Overall and for each level.
Support for multibutton joysticks and the ability to use the keyboard
instead of a joystick.
The real version features about 200 levels, many more monsters, weapons,
treasures, bonuses.
This demo version utilizes about 40 different objects in the game,
whereas the real version features about 500 objects!
The graphics and sound effects are being redone right now, so they will
be even bette